Stone/Energy
To get the discussion going, here is a crazy expensive build that seems to address many of my concerns. Just not sure if I want to part with that much of my merits, inf, and stored IO's.
I am sure some of the resident experts can make this better.
Hero Plan by Mids' Hero Designer 1.704
http://www.cohplanner.com/
Click this DataLink to open the build!
stone energy blank: Level 50 Magic Tanker
Primary Power Set: Stone Armor
Secondary Power Set: Energy Melee
Power Pool: Fitness
Power Pool: Teleportation
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Pyre Mastery
Hero Profile:
Level 1: Stone Skin -- S'fstPrt-ResDam/Def+:30(A)
Level 1: Barrage -- C'ngImp-Dmg/EndRdx/Rchg:50(A), C'ngImp-Acc/Dmg:50(13), C'ngImp-Dmg/Rchg:50(43), C'ngImp-Acc/Dmg/Rchg:50(46), C'ngImp-Acc/Dmg/EndRdx:50(46)
Level 2: Earth's Embrace -- Numna-Heal:50(A), Numna-Heal/Rchg:50(3), Heal-I:50(3), RechRdx-I:50(5), RechRdx-I:50(5), RechRdx-I:50(7)
Level 4: Bone Smasher -- T'Death-Dam%:40(A), C'ngImp-Acc/Dmg:50(13), C'ngImp-Dmg/Rchg:50(27), C'ngImp-Acc/Dmg/Rchg:50(27), C'ngImp-Dmg/EndRdx/Rchg:50(31), C'ngImp-Acc/Dmg/EndRdx:50(31)
Level 6: Swift -- Run-I:50(A), Run-I:50(7), Run-I:50(9)
Level 8: Rooted -- HO:Golgi(A), HO:Golgi(9), Heal-I:50(11)
Level 10: Taunt -- Mocking-Rchg:50(A), Mocking-Taunt/Rng:50(11), Mocking-Taunt/Rchg/Rng:50(34), Mocking-Taunt/Rchg:50(37), Mocking-Taunt:50(37), Mocking-Acc/Rchg:50(40)
Level 12: Recall Friend -- EndRdx-I:50(A)
Level 14: Health -- Numna-Regen/Rcvry+:50(A), Numna-Heal:50(15), Mrcl-Rcvry+:40(15), Mrcl-Heal:40(17), RgnTis-Regen+:30(50)
Level 16: Whirling Hands -- Oblit-Acc/Rchg:50(A), Oblit-Dmg:50(17), Oblit-Dmg/Rchg:50(25), Oblit-Acc/Dmg/Rchg:50(43), Oblit-Acc/Dmg/EndRdx/Rchg:50(43)
Level 18: Teleport -- Winter-RunSpd/Jump/Fly/Rng/EndRdx:50(A), Winter-RunSpd/Jump/Fly/Rng:50(19), Winter-ResSlow:50(19)
Level 20: Stamina -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(21), P'Shift-EndMod/Acc:50(21), P'Shift-EndMod/Acc/Rchg:50(23)
Level 22: Hasten -- RechRdx-I:50(A), RechRdx-I:50(23), RechRdx-I:50(25)
Level 24: Kick -- FrcFbk-Rechg%:50(A)
Level 26: Tough -- EndRdx-I:50(A)
Level 28: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(29), GftotA-Run+:40(29), GftotA-Def:40(31), Ksmt-ToHit+:30(50)
Level 30: Super Speed -- Clrty-Stlth:50(A)
Level 32: Granite Armor -- HO:Ribo(A), HO:Ribo(33), ResDam-I:50(33), HO:Enzym(33), HO:Enzym(34), LkGmblr-Rchg+:50(34)
Level 35: Energy Transfer -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/Rchg:50(36), C'ngImp-Acc/Dmg/Rchg:50(36), C'ngImp-Dmg/EndRdx:50(36), C'ngImp-Dmg/EndRdx/Rchg:50(37)
Level 38: Mud Pots -- EndRdx-I:50(A), EndRdx-I:50(39), EndRdx-I:50(39), Taunt-I:50(39), Sciroc-Acc/Dmg:50(40), Sciroc-Acc/Dmg/EndRdx:50(40)
Level 41: Char -- BasGaze-Acc/Rchg:30(A), BasGaze-Acc/Hold:30(42), BasGaze-Acc/EndRdx/Rchg/Hold:30(42), BasGaze-EndRdx/Rchg/Hold:30(42)
Level 44: Fire Blast -- Apoc-Dam%:50(A), Apoc-Dmg/Rchg:50(45), Apoc-Acc/Dmg/Rchg:50(45), Apoc-Acc/Rchg:50(45), Apoc-Dmg/EndRdx:50(46)
Level 47: Fire Ball -- Ragnrk-Knock%:50(A), Ragnrk-Acc/Dmg/Rchg:50(48), Ragnrk-Acc/Rchg:50(48), Ragnrk-Dmg/Rchg:50(48), Ragnrk-Dmg/EndRdx:50(50)
Level 49: Team Teleport -- Range-I:50(A)
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Level 1: Brawl -- Acc-I:50(A)
Level 1: Sprint -- Run-I:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 1: Gauntlet
Level 6: Ninja Run
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Set Bonus Totals:
- 7% DamageBuff(Smashing)
- 7% DamageBuff(Lethal)
- 7% DamageBuff(Fire)
- 7% DamageBuff(Cold)
- 7% DamageBuff(Energy)
- 7% DamageBuff(Negative)
- 7% DamageBuff(Toxic)
- 7% DamageBuff(Psionic)
- 5.5% Defense(Smashing)
- 5.5% Defense(Lethal)
- 6.13% Defense(Fire)
- 6.13% Defense(Cold)
- 5.5% Defense(Energy)
- 5.5% Defense(Negative)
- 3% Defense(Psionic)
- 4.25% Defense(Melee)
- 4.25% Defense(Ranged)
- 4.56% Defense(AoE)
- 1.8% Max End
- 70% Enhancement(RechargeTime)
- 45% Enhancement(Accuracy)
- 11% FlySpeed
- 154.6 HP (8.25%) HitPoints
- 11% JumpHeight
- 11% JumpSpeed
- MezResist(Held) 2.75%
- MezResist(Immobilize) 6.6%
- MezResist(Stun) 2.2%
- 13% (0.22 End/sec) Recovery
- 60% (4.69 HP/sec) Regeneration
- 20% ResEffect(FlySpeed)
- 20% ResEffect(RechargeTime)
- 20% ResEffect(RunSpeed)
- 2.52% Resistance(Fire)
- 7.52% Resistance(Cold)
- 18.5% RunSpeed
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I don't have much to give in terms of your over all build, but as someone who does have a Lvl 50 stone tank I preferred to go with more +runspeed bonus' on top of recharge. I will run outside of Granite as often as possible so I've grabbed Rock Armor and +end/+rec to deal with how quickly I'll go through attacks. On top of that I prefer having Minerals for Psi attacks.
Also, I believe you aren't supposed to be seeing the defense buffs that you're getting in the Enzyme Exposures. Those are supposed to be defense debuffs, not defense buffs. The Cytoskeletons and Membranes should be the only ones that give you a defense buff. I've sent St0n3y, the Mids guy, a question about the Enzymes in Mids.
Hm... looking further into it the Enzymes can be slotted into a defense power, but is currently considered an exploit by the devs and that will be closed at some point.
Throwing darts at the board to see if something sticks.....
Come show your resolve and fight my brute!
Tanks: Gauntlet, the streak breaker and you!
Originally Posted by PapaSlade
Rangle's right....this is fun.
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Well, for what it's worth I do have a Stone/EM at 50... it's also by far my least favorite level 50 character, there's simply nothing it can do that one or another of my other characters can't do better.
With that said I build Stone tankers primarily looking for two things: recharge and runspeed bonuses. It's already overkill in durability even on SO enhancements with just Rooted/Stone Skin/Granite so I don't see a lot of point in looking for more. Instead, concentrate on the weak points of the build for your bonuses.
I wouldn't say the combination is terrible, but it just doesn't shine. When it has to compete for playtime with my Inv/Stone tank and my Stone/Fire tank it just lacks any compelling reason for me to play it.
COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes
Call Me Awesome- exactly. I too have one of almost everything else and would rather play them lol. I figured i might like this build early on since I loved my invuln/dm (more of a single target machine) but the actual play difference is night and day. I might just table this build at 46 until they do something to improve Energy Melee. It really is nice to hear that my experience with this combo is not unique before I wasted any more time on it.
Call Me Awesome- exactly. I too have one of almost everything else and would rather play them lol. I figured i might like this build early on since I loved my invuln/dm (more of a single target machine) but the actual play difference is night and day. I might just table this build at 46 until they do something to improve Energy Melee. It really is nice to hear that my experience with this combo is not unique before I wasted any more time on it.
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I will admit I've been having a lot of fun with my Shield/Fire tanker; I hit 39 with him yesterday and he's quite competent. With so many other characters to play I just can't see playing one that's marginal. Heck, as of last night I have 14 at 50, 6 in the 40's and 5 in the 30's not counting the literally dozens in the teens - 20's.
COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes
Hi All,
In the spirit of being adventurous, I built a stone/energy tank a few months ago. My original objective behind this was to build a tank that could manage the aggro for the team without fear of death and deal a fair ammount of damage to a boss/AV.
This tank is now at LVL 46 and has tanked several TFs, earned several accolades and....well this tank really is not very fun to play. Now I should mention that I have simply played content and leveled him up without following any particular build plan b/c I wanted to learn the powerset before I went to work in Mids.
A few points-
- I am only using basic IOs and SOs on this build right now so no LotG +recharge and etc. I did not want to waste inf on recipes for this guy if I ultimately did not see myself playing it.
- I do find my single target damage acceptable but between granite and the seemingly slow recharge of energy melee I find I cannot get a good attack chain going...part of the reason I don't enjoy this tank.
- I did not take whirling hands and have no AOE to speak of. I would like some AOE in final build. I will probably take this power on a respec.
- I was originally hoping to have a granite and non-granite build for those times when I encounter Psi or don't need granite. However, I think I might as well build a 100% granite tank so that I can get a decent attack chain and focus on improving the build I will play most of the time.
- I would like to bring this tank into regular rotation and use it for particularly tough TFs like moSTF and etc
If INF was no object, what would you recommend? In the meantime, I will be tinkering with mids and will post anything I come up with. Thanks!